Many clerics devote their life to grand ideals, glorious purposes, and grim reckonings. Divine hedonists believe those paths are for the foolish, as we all are wonderful-yet-brief children of the divine and life is meant to be thoroughly enjoyed while it lasts. The best of them create or support beautiful art, fine foods, and sweet music to enrich the lives of the masses, while the most debased forcefully draw unwitting laity into their worship.
TABLE: DIVINE HEDONIST SPELLS
CLERIC LEVEL | SPELLS |
---|---|
1 | charm person, unseen servant |
3 | calm emotions, enthrall |
5 | hypnotic pattern, major image |
7 | charm monster, confusion |
9 | dominate person, seeming |
Starting at 1st level when you choose this archetype, you gain proficiency in either Persuasion or Deception. You can always choose to use Wisdom when making checks with the chosen skill. You also gain proficiency with one set of artisan’s tools or a musical instrument of your choice.
In addition, you can cast detect thoughts once per day without components or spending a spell slot, but you can only learn the target creature’s goals and desires. Casting the spell in this way uses your highest-level slot for the purposes of any effects.
Also at 1st level, you can use an action to touch a creature within reach, providing the illusion of ultimate bliss and forcing the creature to make a Wisdom saving throw against your spell save DC. On a failure, it is stunned until the beginning of your next turn or until it takes damage from any source. Once you have used this feature a number of times equal to your proficiency bonus, you cannot do so again until you finish a long rest.
At 8th level, the range of this power increases to 30 feet.
Beginning at 2nd level, you have learned willpower is a finite resource best used wisely. You can use Channel Divinity to imbue yourself and any allies within 30 feet with a feeling of euphoria and contentment. For the next minute, all affected creatures make saving throws against becoming frightened or rattled with an expertise die. At 8th level, this feature also applies to the paralyzed and stunned conditions. An ally that wishes to reject this benefit can do so without an action.
At level 6th, you excel at convincing others to give into temptation. Whenever a living creature within 30 feet of you that you can see succeeds on a saving throw against a spell or effect of the compulsion spell school, you can use your reaction to force the creature to reroll the saving throw with disadvantage, taking the new result. This does not require a shared language, but the target must have an Intelligence of at least 3. Once you use this feature a number of times equal to your Wisdom modifier, you must finish a long rest before you can use it again.
Beginning at 8th level, you can spend a short rest inspiring your allies with tales of the fabulous banquets and lavish celebrations that await your party once the current adventure is over. After finishing the short rest, each ally gains temporary hit points equal to 1d10 + your proficiency bonus and can remove its choice of one level of fatigue or strife. A creature that was not suffering from fatigue or strife instead gains an expertise die on the next saving throw it makes before your next long rest.
At level 17, you can use Channel Divinity to create a bountiful feast for you and your allies. This functions as heroes’ feast, but has a casting time of Instantaneous, requires no components, and also grants advantage on Constitution saving throws.